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stop nerfing early strains
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@ -23,8 +23,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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/// This is done in order to decrease their impact on the overall difficulty of the map for this skill.
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/// </summary>
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protected virtual int ReducedSectionCount => 10;
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protected virtual int ReducedEarlySectionCount => 50;
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protected virtual double ReducedEarlySectionProportion => 0.1;
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/// <summary>
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/// The baseline multiplier applied to the section with the biggest strain.
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@ -50,14 +48,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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// These sections will not contribute to the difficulty.
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var peaks = GetCurrentStrainPeaks().Where(p => p > 0).ToList();
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// We are reducing the highest strains first to account for extreme difficulty spikes
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int reducedEarlyStrains = Math.Min((int)(peaks.Count * ReducedEarlySectionProportion), ReducedEarlySectionCount);
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for (int i = 0; i < reducedEarlyStrains; i++)
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{
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double scale = Math.Log10(Interpolation.Lerp(1, 10, Math.Clamp((float)i / reducedEarlyStrains, 0, 1)));
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peaks[i] *= Interpolation.Lerp(ReducedStrainBaseline, 1.0, scale);
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}
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List<double> strains = peaks.OrderDescending().ToList();
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// We are reducing the highest strains first to account for extreme difficulty spikes
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